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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
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378a933894
commit
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133 changed files with 1716 additions and 2087 deletions
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@ -88,7 +88,7 @@ extern void ShowInit();
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//------------------------------------------------------------------------------
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/// Camera and FOV info
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namespace {
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namespace CameraAndFOV{
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const U32 MaxZoomSpeed = 2000; ///< max number of ms to reach target FOV
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@ -112,7 +112,7 @@ static U32 sgServerQueryIndex = 0;
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//SERVER FUNCTIONS ONLY
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ConsoleFunctionGroupBegin( Containers, "Spatial query functions. <b>Server side only!</b>");
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ConsoleFunction(containerFindFirst, const char*, 6, 6, "(int mask, Point3F point, float x, float y, float z)"
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DefineConsoleFunction( containerFindFirst, const char*, (U32 typeMask, Point3F origin, Point3F size), , "(int mask, Point3F point, float x, float y, float z)"
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"@brief Find objects matching the bitmask type within a box centered at point, with extents x, y, z.\n\n"
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"@returns The first object found, or an empty string if nothing was found. Thereafter, you can get more "
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"results using containerFindNext()."
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@ -120,17 +120,6 @@ ConsoleFunction(containerFindFirst, const char*, 6, 6, "(int mask, Point3F point
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"@ingroup Game")
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{
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//find out what we're looking for
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U32 typeMask = U32(dAtoi(argv[1]));
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//find the center of the container volume
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Point3F origin(0.0f, 0.0f, 0.0f);
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dSscanf(argv[2], "%g %g %g", &origin.x, &origin.y, &origin.z);
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//find the box dimensions
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Point3F size(0.0f, 0.0f, 0.0f);
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size.x = mFabs(dAtof(argv[3]));
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size.y = mFabs(dAtof(argv[4]));
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size.z = mFabs(dAtof(argv[5]));
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//build the container volume
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Box3F queryBox;
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@ -155,7 +144,7 @@ ConsoleFunction(containerFindFirst, const char*, 6, 6, "(int mask, Point3F point
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return buff;
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}
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ConsoleFunction( containerFindNext, const char*, 1, 1, "()"
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DefineConsoleFunction( containerFindNext, const char*, (), , "()"
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"@brief Get more results from a previous call to containerFindFirst().\n\n"
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"@note You must call containerFindFirst() to begin the search.\n"
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"@returns The next object found, or an empty string if nothing else was found.\n"
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@ -191,9 +180,9 @@ DefineEngineFunction( setDefaultFov, void, ( F32 defaultFOV ),,
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"@param defaultFOV The default field of view in degrees\n"
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"@ingroup CameraSystem")
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{
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sDefaultFov = mClampF(defaultFOV, MinCameraFov, MaxCameraFov);
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if(sCameraFov == sTargetFov)
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sTargetFov = sDefaultFov;
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CameraAndFOV::sDefaultFov = mClampF(defaultFOV, MinCameraFov, MaxCameraFov);
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if(CameraAndFOV::sCameraFov == CameraAndFOV::sTargetFov)
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CameraAndFOV::sTargetFov = CameraAndFOV::sDefaultFov;
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}
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DefineEngineFunction( setZoomSpeed, void, ( S32 speed ),,
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@ -203,7 +192,7 @@ DefineEngineFunction( setZoomSpeed, void, ( S32 speed ),,
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"@param speed The camera's zoom speed in ms per 90deg FOV change\n"
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"@ingroup CameraSystem")
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{
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sZoomSpeed = mClamp(speed, 0, MaxZoomSpeed);
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CameraAndFOV::sZoomSpeed = mClamp(speed, 0, CameraAndFOV::MaxZoomSpeed);
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}
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DefineEngineFunction( setFov, void, ( F32 FOV ),,
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@ -211,22 +200,22 @@ DefineEngineFunction( setFov, void, ( F32 FOV ),,
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"@param FOV The camera's new FOV in degrees\n"
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"@ingroup CameraSystem")
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{
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sTargetFov = mClampF(FOV, MinCameraFov, MaxCameraFov);
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CameraAndFOV::sTargetFov = mClampF(FOV, MinCameraFov, MaxCameraFov);
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}
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F32 GameGetCameraFov()
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{
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return(sCameraFov);
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return(CameraAndFOV::sCameraFov);
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}
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void GameSetCameraFov(F32 fov)
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{
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sTargetFov = sCameraFov = fov;
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CameraAndFOV::sTargetFov = CameraAndFOV::sCameraFov = fov;
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}
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void GameSetCameraTargetFov(F32 fov)
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{
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sTargetFov = fov;
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CameraAndFOV::sTargetFov = fov;
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}
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void GameUpdateCameraFov()
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@ -234,29 +223,29 @@ void GameUpdateCameraFov()
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F32 time = F32(Platform::getVirtualMilliseconds());
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// need to update fov?
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if(sTargetFov != sCameraFov)
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if(CameraAndFOV::sTargetFov != CameraAndFOV::sCameraFov)
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{
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F32 delta = time - sLastCameraUpdateTime;
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F32 delta = time - CameraAndFOV::sLastCameraUpdateTime;
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// snap zoom?
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if((sZoomSpeed == 0) || (delta <= 0.f))
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sCameraFov = sTargetFov;
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if((CameraAndFOV::sZoomSpeed == 0) || (delta <= 0.f))
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CameraAndFOV::sCameraFov = CameraAndFOV::sTargetFov;
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else
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{
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// gZoomSpeed is time in ms to zoom 90deg
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F32 step = 90.f * (delta / F32(sZoomSpeed));
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F32 step = 90.f * (delta / F32(CameraAndFOV::sZoomSpeed));
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if(sCameraFov > sTargetFov)
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if(CameraAndFOV::sCameraFov > CameraAndFOV::sTargetFov)
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{
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sCameraFov -= step;
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if(sCameraFov < sTargetFov)
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sCameraFov = sTargetFov;
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CameraAndFOV::sCameraFov -= step;
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if(CameraAndFOV::sCameraFov < CameraAndFOV::sTargetFov)
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CameraAndFOV::sCameraFov = CameraAndFOV::sTargetFov;
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}
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else
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{
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sCameraFov += step;
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if(sCameraFov > sTargetFov)
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sCameraFov = sTargetFov;
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CameraAndFOV::sCameraFov += step;
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if(CameraAndFOV::sCameraFov > CameraAndFOV::sTargetFov)
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CameraAndFOV::sCameraFov = CameraAndFOV::sTargetFov;
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}
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}
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}
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@ -266,23 +255,23 @@ void GameUpdateCameraFov()
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if(connection)
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{
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// check if fov is valid on control object
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if(connection->isValidControlCameraFov(sCameraFov))
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connection->setControlCameraFov(sCameraFov);
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if(connection->isValidControlCameraFov(CameraAndFOV::sCameraFov))
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connection->setControlCameraFov(CameraAndFOV::sCameraFov);
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else
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{
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// will set to the closest fov (fails only on invalid control object)
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if(connection->setControlCameraFov(sCameraFov))
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if(connection->setControlCameraFov(CameraAndFOV::sCameraFov))
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{
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F32 setFov = sCameraFov;
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F32 setFov = CameraAndFOV::sCameraFov;
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connection->getControlCameraFov(&setFov);
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sTargetFov = sCameraFov = setFov;
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CameraAndFOV::sTargetFov =CameraAndFOV::sCameraFov = setFov;
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}
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}
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}
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// update the console variable
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sConsoleCameraFov = sCameraFov;
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sLastCameraUpdateTime = time;
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CameraAndFOV::sConsoleCameraFov = CameraAndFOV::sCameraFov;
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CameraAndFOV::sLastCameraUpdateTime = time;
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}
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//--------------------------------------------------------------------------
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@ -355,8 +344,8 @@ bool GameProcessCameraQuery(CameraQuery *query)
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// Scale the normal visible distance by the performance
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// tuning scale which we never let over 1.
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sVisDistanceScale = mClampF( sVisDistanceScale, 0.01f, 1.0f );
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query->farPlane = gClientSceneGraph->getVisibleDistance() * sVisDistanceScale;
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CameraAndFOV::sVisDistanceScale = mClampF( CameraAndFOV::sVisDistanceScale, 0.01f, 1.0f );
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query->farPlane = gClientSceneGraph->getVisibleDistance() * CameraAndFOV::sVisDistanceScale;
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// Provide some default values
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query->projectionOffset = Point2F::Zero;
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@ -432,10 +421,10 @@ static void Process3D()
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static void RegisterGameFunctions()
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{
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Con::addVariable( "$pref::Camera::distanceScale", TypeF32, &sVisDistanceScale,
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Con::addVariable( "$pref::Camera::distanceScale", TypeF32, &CameraAndFOV::sVisDistanceScale,
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"A scale to apply to the normal visible distance, typically used for tuning performance.\n"
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"@ingroup Game");
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Con::addVariable( "$cameraFov", TypeF32, &sConsoleCameraFov,
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Con::addVariable( "$cameraFov", TypeF32, &CameraAndFOV::sConsoleCameraFov,
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"The camera's Field of View.\n\n"
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"@ingroup Game" );
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